+warthog64 Posted August 5, 2014 Posted August 5, 2014 (edited) I've been having a problem with anti ship missiles. Sea skimming missiles keep hitting the water once they level off at their cruise altitude. The missiles are being launched from a high enough altitude and are within range of the target, yet 50% of the time a AGM-84 for example will slam into the water regardless. I'll provide the weapon data from the AGM-84 to see if anyone notices a problem that might be causing the issue I'm having as I have no clue what's wrong. Also is there a way to enable a missile to be Infrared guided and also sea skimming?, because when I change a Harpoon to IR guided it no longer flies this way. Thanks [WeaponData001]TypeName=AGM-84FFullName=AGM-84F HARPOONModelName=AGM-84EMass=628.000000Diameter=0.340000Length=4.500000SubsonicDragCoeff=0.120000SupersonicDragCoeff=0.222000AttachmentType=NATO,USAF,USNSpecificStationCode=NationName=USNStartYear=2000EndYear=2040Availability=2BaseQuantity=28Exported=TRUEExportStartYear=2000ExportEndYear=2040ExportAvailability=2WeaponDataType=7FinStabilized=TRUEEffectClassName=CruiseMissileEffectsReleaseDelay=0.000000WarheadType=6Explosives=500.000000FusingDistance=0.000000ClusterBomblets=0ClusterDispersion=0.000000GuidanceType=7Accuracy=98MaxTurnRate=6.000000MaxLaunchG=3.000000LockonChance=98LaunchReliability=95ArmingTime=2.000000SeekerFOV=25.000000SeekerGimbleLimit=25.000000SeekerTrackRate=15.000000SeekerRange=60000.000000CLmax=14.000000MinLaunchRange=2000.000000MaxLaunchRange=60000.000000Duration=600.000000CapabilityFlags=0x10100002LoftAngle=0.000000MaxLoftAltitude=0.000000StartDecentRange=5.000000DescentAngle=10.000000MinimumAltitude=25.000000BoosterStart=1.500000BoosterDuration=3.200000BoosterAccel=10.385400BoosterEffectName=MissileFireEffectBoosterSoundName=MissileBoosterNodeName=BoosterPosition=0.000000,-1.128000,0.000000SustainerDuration=600.000000SustainerAccel=2.000000SustainerEffectName=SustainerSoundName=JetEngineSustainerPosition=0.000000,-1.128000,0.000000InFlightEffectName=MissileInFlightEffectInFlightSoundName=JetEngineReleaseAnimationID=-1CEP=40.000000IsDecoy=FALSEJammerStrength=0.000000 Edited August 5, 2014 by warthog64 Quote
+Piecemeal Posted August 5, 2014 Posted August 5, 2014 I've discovered through a lot of trial and error that the best way to score a hit (without your Harpoon diving for the sea) is to climb to between 2,500 and 3,000 feet, raise your nose about ten degrees and then shoot. More often than not I've gotten a kill by using this method. Quote
+WhiteBoySamurai Posted August 5, 2014 Posted August 5, 2014 Just looking at the data you're using, I see a lot of potential problems: Air-launched Harpoons have no rocket booster, for example, and the drag coefficient is too low. The missiles will be going way too fast and will crash into the ocean before they can level off after the initial dive. Also, the seeker stats are off, and even if the missile can manage to level off and sea skim, it may just not be able to see the target. I've just uploaded an updated version of my cruise missile pack. Download and overwrite and it should fix any problems you're experiencing. Speaking of cruise missiles, I'm currently missing an AGM-84H/K SLAM-ER. I could've sworn that I once saw a screenshot of someone's Super Hornet with this model (folded wings and all). Is this available somewhere, or was I just dreaming? Quote
+warthog64 Posted August 5, 2014 Author Posted August 5, 2014 (edited) Thanks Whiteboysamurai, I'll give it a try. I did increase the speed of the missile slightly but I guess I didn't realize how fast it was really going, very inaccurate I see now. Edited August 5, 2014 by warthog64 Quote
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